#ifndef _VEC3_H_
#define _VEC3_H_

#pragma region Include_File
#include <math.h>
#include <stdlib.h>
#include <iostream>
#pragma endregion

class vec3
{
public:
	vec3() { e[0] = 0.0, e[1] = 0.0, e[2] = 0.0; };
	vec3(float e0, float e1, float e2)
	{
		e[0] = e0;
		e[1] = e1;
		e[2] = e2;
	}
	inline float x() const { return e[0]; }
	inline float y() const { return e[1]; }
	inline float z() const { return e[2]; }
	inline float r() const { return e[0]; }
	inline float g() const { return e[1]; }
	inline float b() const { return e[2]; }

	inline const vec3& operator+() const { return *this; }
	inline vec3 operator-() const { return vec3(-e[0],-e[1],-e[2]); }
	inline float operator[](int i) const { return e[i]; }
	inline float& operator[](int i) { return e[i]; }

	inline vec3& operator+=(const vec3& v2);
	inline vec3& operator-=(const vec3& v2);
	inline vec3& operator*=(const vec3& v2);
	inline vec3& operator/=(const vec3& v2);
	inline vec3& operator*=(const float t);
	inline vec3& operator/=(const float t);

	inline float length() const {
		return sqrt(e[0] * e[0] + e[1] * e[1] + e[2] * e[2]);
	}
	inline float sqrt_length() const{
		return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
	}
	inline void make_uint_vector();
	float e[3];
};
inline std::ostream& operator<<(std::ostream& os, const vec3& t)
{
	os << t.e[0] << "\t" << t.e[1] << "\t" << t.e[2];
	return os;
}
inline vec3 operator+(const vec3& v1, const vec3& v2) {
	return vec3(v1.e[0] + v2.e[0], v1.e[1] + v2.e[1], v1.e[2] + v2.e[2]);
}
inline vec3 operator-(const vec3& v1, const vec3& v2) {
	return vec3(v1.e[0] - v2.e[0], v1.e[1] - v2.e[1], v1.e[2] - v2.e[2]);
}
inline vec3 operator*(const vec3& v1, const vec3& v2) {
	return vec3(v1.e[0] * v2.e[0], v1.e[1] * v2.e[1], v1.e[2] * v2.e[2]);
}
inline vec3 operator/(const vec3& v1, const vec3& v2) {
	return vec3(v1.e[0] / v2.e[0], v1.e[1] / v2.e[1], v1.e[2] / v2.e[2]);
}
inline vec3 operator*(const float t, const vec3& v) {
	return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
}
inline vec3 operator/(vec3& v, const float t) {
	return vec3(v.e[0] / t, v.e[1] / t, v.e[2] / t);
}
inline vec3 operator*(const vec3& v, float t) {
	return vec3(t * v.e[0], t * v.e[1], t * v.e[2]);
}
inline float dot(const vec3& v1, const vec3& v2)
{
	return v1.e[0] * v2.e[0] + v1.e[1] * v2.e[1] + v1.e[2] * v2.e[2];
}
inline vec3 cross(const vec3& v1, const vec3& v2)
{
	return vec3((v1.e[1] * v2.e[2] - v1.e[2] * v2.e[1]),
		(-(v1.e[0] * v2.e[2] - v1.e[2] * v2.e[0])),
		(v1.e[0] * v2.e[1] - v1.e[1] * v2.e[0]));
}
inline vec3 uint_vector(vec3 v)
{
	return v / v.length();
}
#endif // !_VEC3_H_